Viable builds - condition, power and bunker
Believe it or not, grenades are the condition weapon of choice, with 30 in explosives, 30 in alchemy and 10 in firearms. Rabid gear means burn on crit (explosives 5) trait comes very easily. HGH = a lot of might. Add in sigil of battle and maybe the might on heal trait and you’ll get huge condition ticks.
Take the reduced pistol cooldown in firearms. That allows you to be not completely dependent on grenades—if you’re being kited and can’t hit with nades, just drop confusion and poison and close if possible with glue and blowtorch.
It works well because of the high output of different conditions. Let’s say you’re in a teamfight and someone is stomping your ally. If you drop a poison grenade on him at point blank range, you will apply the poison (obviously), 3 stacks of vulnerability (from explosives 25 trait), and possibly burning (incendiary powder trait) and maybe even a stack of bleeding (from firearms 5 minor trait).
So that’s four possible conditions from one skill. One of them will be a very, very long duration poison. The others will be shorter but will make it very difficult for your opponent to remove all the conditions that are stacking up on him.
I just switched from a power grenade build to have condition damage by using a combo of rabid and carrion gear. And with all that might my nades still hit for close to the same amount of direct damage. Also with Sharpshooter and Shrapnel (wish it worked on pistol auto I mean its called Explosive Shot) and Sigil of earth you can stack up max bleeds pretty quickly.